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BRASS, SHINY! TEAM CHARACTERS & THEIR CARDS (last is Reserve): BRASS 7-5-6-3 (21) Computer Tracking, Armored Powerhouse [OPD], Weapons Array [OPD] SENTINELS 7-5-7-1 (20) Master Mold x 3, Robot Mentality, Nimrod [OPD], 7S-EF Teamwork THE REAVERS 5-7-6-3 (21) Donald Pierce x 4, Bone Breaker, Skull Buster, Pretty Boy [OPD], 7F-SE Teamwork MORPH 1-6-3 (10) Substitute Death TEAMWORKS: 6E-SF, 7E-SF, 6F-SE, 6S-EF POWER CARDS: 7A, 7E x 3, 6A, 6S x 2, 5M, 5A, 5F, 4M (noI) x 3, 3F, 3S x 2, 2E x 3, 1M (noI) x 2 MISSION & EVENTS: ASSAULT ON ONSLAUGHT On The Move (No Intellect Power cards may be played) Any Mission To Save The World (After Venture, if one player draws or discards cards, then other player must draw or discard an equal number of cards) HOMEBASE: OMNIVERSE (Opponent's Team is -1 to Venture Total) BATTLESITE, ACTIVATORS & SPECIALS: CODA ISLAND Grunge x 3: Danger Seeker (KC) [OPD], Dense (LO), Lover Boy (MD) Fairchild x 3: Fist Full Of Danger (JC), Level-Headed Leader (DB), Pure Muscle (MR) Zealot x 2: WildC.A.T. (AD), Clef Blade (EM) Grifter x 2: Coda Training (AA), Team 7 (MA) Beyonder C O N C E P T : To put it simply: I LOVE BRASS!!! I was impressed when I first saw advertisements for the comic book, I loved the character's look and story after I read all three issues of the mini-series (his only real comic adventure that I know of), and I had to play his Hero on an OverPower team as soon as I got him. I was using him even before his Specials were released, albeit in Reserve, but have found even greater use for him, on the Front Line, now that he's got his own moves. I can't wait for the day that ROM: Spaceknight gets a Hero card and he and Brass become Teammates...oh, yes, that day will come. S T R A T E G I E S : Brass has the one COMPUTER TRACKING as a "anti-shift" screw against FF/Vertigo opponents (not too prevelant in my playing area these days, I usually end up putting this on Neron so his CT is useless), but any more than that in the deck would cripple itself against non-shifting teams. Play your one shot very, very carefully (end of battle or after a Negate is used) if you need it to take out Marauders or Mr. Fantastic. FAIRCHILD'S PURE MUSCLE happens to be in the deck as an "anti-shift" backup, but is actually more there to allow a third Activator to stretch odds of having one of her other cards when they are needed. One of the hardest combos to pull off but definitely very satisfying when successful is the ARMORED POWERHOUSE - 2 ENERGY KNOCKOUT. I suggest trying to finesse the opponent's defense out early and saving the Armored Powerhouse as a final attack of a Battle, then playing a 2E as a Teamwork follow-up late in the following Battle. Get DANGER SEEKER into play as soon as you can onto Brass, and start using the bonus to block with low level Power cards so you can attack with your high ones. His Teammates can defend him with their MASTER MOLDS and NEGATES (which should also be used to prevent the opponent from negating Danger Seeker), he can play all of the Power cards in the deck, he's got the fewest number of Special cards, and so what if you have to let him get Knocked Out. Save FAIRCHILD'S FIST FULL OF DANGER so Sentinels, Reavers, or Morph (!) can launch his 11 MULTI after the fact. Use SUBSTITUTE DEATH to bring back Sentinels or Reavers after they get KO'd. Even I would have to say, don't waste it on Brass, he doesn't have enough cards in the deck to make it worthwhile. If you've played all of Reavers's Specials, then Sentinels would definitely be the better choice to go into the Power Pack with, since they are the only Character that can play all of your Power cards. I wish I had some brilliant advice on how to best prepare for the ANY MISSION EVENT, but I think I just needed a 56th card and decided to give this one a shot. I don't recall it ever being extremely useful, maybe it delayed my opponent from playing a "Draw 3" until a following battle once. Try to use your Battlesite's DENSE and CLEF BLADE...some other Battle. Yeah, that's the ticket. Any time I don't need the Intellect icon, I'll use the old MultiPower Power cards that only have Energy-Fighting-Strength on them. This is insurance that an opponent using Grunge won't be able to defend these crutial KO attacks with his Dense "avoid an Intellect icon" Special. T W E A K S : Replace the Any Mission Event with something. Take Pretty Boy out if your regular playing partners don't play with Negates very often (meaning your Danger Seeker ploy will definitely work and The Reavers may never need to worry about getting attacked).
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